Nice mod, I have a question though. I've decided that I want to make a modpack, when other mods start to update/ people making more, can I use this in mine?
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Most people call me "Wizardofdoom" but... I'm really a super saiyan
I'm totally cool with having it added to mod packs. This is almost exclusively a world gen mod that uses vanilla items and blocks. I suspect there won't be much in the way of compatibility issues. Aside from removing ore from terrain generation.
The other "problem" could be that it depends on a world type, but that can be removed for mod packs.
Nice mod, I have a question though. I've decided that I want to make a modpack, when other mods start to update/ people making more, can I use this in mine?
Please read through before posting (Not meant to sound harsh)
You should put a version number in the title, and then the date of last update in the description. Just so people know when it was last updated and thus whether they are on the latest version.
EG:
Title: [1.6.1] ROGUELIKE DUNGEONS MOD [V 1.0]
Somewhere in the forum post: Version 1.0 - 02/07/13
I'll be sure to add that in the next revision. I'm trying to clean up some of the world gen weirdness to make it work better... and there's some bugs people have no doubt encountered with null pointer exceptions due to weird threading nonsense.
I've been trying to get the forge version working.. but it's a bit of a hassle. I need to learn stuff about the API, but the documentation leaves me scratching my head. I did get the world gen part working, but mob spawning with armour doesn't work yet. and for some weird reason my armour dyeing thing doesn't work, everything comes out white... :S
I might hold off on updating the posted version until i get a few of the other changes i want to make in.
so far i've limited spawnable biomes, forced the level 1 Y to 50, and made the tower always spawn above ground (yes it makes a really long spiral stair sometimes, lol)
I want to make the tower more interesting.. maybe make the different towers actually look different. it's kind of ugly at the moment.
I'll be sure to add that in the next revision. I'm trying to clean up some of the world gen weirdness to make it work better... and there's some bugs people have no doubt encountered with null pointer exceptions due to weird threading nonsense.
I've been trying to get the forge version working.. but it's a bit of a hassle. I need to learn stuff about the API, but the documentation leaves me scratching my head. I did get the world gen part working, but mob spawning with armour doesn't work yet. and for some weird reason my armour dyeing thing doesn't work, everything comes out white... :S
I might hold off on updating the posted version until i get a few of the other changes i want to make in.
so far i've limited spawnable biomes, forced the level 1 Y to 50, and made the tower always spawn above ground (yes it makes a really long spiral stair sometimes, lol)
I want to make the tower more interesting.. maybe make the different towers actually look different. it's kind of ugly at the moment.
I really like the mod personally, haven't actually had any crashes (yet ), and thanks for taking in my little suggestion
One thing I would maybe like to see (if it is possible) is a customisation menu for the generator.
By this I mean:
As you can see at the moment, when selecting Superflat it pops up with a little "Customise" button underneath. Maybe you could use this and we could select how often the dungeons etc. appear? Just a thought
1. yes, that's something i added on a whim to try it out, and it works great for balance reasons if you're playing the mod on its own. Though I realize it's not optimal for using for standard play... that's not what this mod was designed for.
2. I'd be willing to. But it'd take a bit of doing. meanwhile i'm busy trying to figure out forge.
3. that's tricky, unless you wanted it to be orphaned from the surface, or for the tower to have a very deep stairwell. I'd need to get some feedback on how people would really like it to work. I personally wanted to use up as much space as I could to fill with dungeons.
4. I'm actually thinking to create biome specific dungeons at some point. similar to how villages generate biome specifically.
I want to make a purely adventure and exploration based pack of mods, I like the fact it removes ore generation! The only thing is that if it removes ore generation from other mods no one is going to use because they can't get the other mods ores, hence the need to be able to add custom loot!
I imagine a modpack where all subterranean resources are gathered by fighting through these dungeons, in addition to magical and rare loots. It'd be so cool! And I think it'd pair well with other magic/adventure/rpg mods like Minejicka (google it, its awesome)
I'm not quite sure what is 'wrong', but the mod doesn't seem to be working for me. I've done what needs to be done for installing a mod in 1.6.1 (Making a back up version, making necessary name changes, then deleting the META-INF and copying all the mod files into the jar file through 7zip, but I've gone through several worlds and haven't seen a single dungeon (I've started off in the right version folder of course.). I'm not sure if there's something I'm not doing right or if things are just all spawning down below (I'm basing my expectations around the mod review AntVenom posted, as there were a few surface dungeons that appeared). If there's anything I might be doing wrong or that I might need for the mod, I'd appreciate some tips or advice, as this is somewhat irritating.
I'm not quite sure what is 'wrong', but the mod doesn't seem to be working for me. I've done what needs to be done for installing a mod in 1.6.1 (Making a back up version, making necessary name changes, then deleting the META-INF and copying all the mod files into the jar file through 7zip, but I've gone through several worlds and haven't seen a single dungeon (I've started off in the right version folder of course.). I'm not sure if there's something I'm not doing right or if things are just all spawning down below (I'm basing my expectations around the mod review AntVenom posted, as there were a few surface dungeons that appeared). If there's anything I might be doing wrong or that I might need for the mod, I'd appreciate some tips or advice, as this is somewhat irritating.
Hey, when creating a new world did you make sure to select the new world type? I watched the AntVenom video too, and I think I remember him showing that stage in his video.
These dungeons do not spawn in a standard, normal-generation map. You have to click on "More World Options" and then select the correct/new world type.
Hey, when creating a new world did you make sure to select the new world type? I watched the AntVenom video too, and I think I remember him showing that stage in his video.
These dungeons do not spawn in a standard, normal-generation map. You have to click on "More World Options" and then select the correct/new world type.
I didn't actually watch all of his video yet, so I wouldn't be surprised if he did. Though I was reading though the thread to see if there was anything important I might need to know, and I saw someone bring that up xD I've been playing in it a little now :3 It's rather difficult though, what with the new zombie patch making them go horde mode on you xD Oh well.
You've definitely caught my interest...PLEASE make this Forge-compatible.
This mod looks amazing and will probably end up in my Must-Have-Mods list.
A thousand internets if you will make a Forge version.
What would happen if I download the mod, and afterwards uninstall. I want to play this in my survival world, but I'm scared that it will corrupt the world generation in new chunks if I do so. I don't want to lose my world but I really want to download the mod, please help!
What would happen if I download the mod, and afterwards uninstall. I want to play this in my survival world, but I'm scared that it will corrupt the world generation in new chunks if I do so. I don't want to lose my world but I really want to download the mod, please help!
You can backup your world by copying the save file.
EDIT: Actually, scratch that. You can only create a new world to spawn dungeons.
You can backup your world by copying the save file.
EDIT: Actually, scratch that. You can only create a new world to spawn dungeons.
So with 1.6.2 coming out on monday I am making a goal to have a new version of this mod with new features out. One of them, I hope, will be a cheat command you can use to force a dungeon complex to be created at an X/Z coord of your chosing (regardless of world type). That way you can create one of these dungeons in your current world in a place suitable to you, even in old terrain.
Uninstalling the mod will have no problem, and cause no corruption. It's a vanilla world gen mod, in the sense that it creates legal blocks and items. The spawners will no longer produce heavily armoured mobs though, because of the way I do mob spawning in my mod.
Please read through before posting (Not meant to sound harsh)
I'll be sure to add that in the next revision. I'm trying to clean up some of the world gen weirdness to make it work better... and there's some bugs people have no doubt encountered with null pointer exceptions due to weird threading nonsense.
I've been trying to get the forge version working.. but it's a bit of a hassle. I need to learn stuff about the API, but the documentation leaves me scratching my head. I did get the world gen part working, but mob spawning with armour doesn't work yet. and for some weird reason my armour dyeing thing doesn't work, everything comes out white... :S
I might hold off on updating the posted version until i get a few of the other changes i want to make in.
so far i've limited spawnable biomes, forced the level 1 Y to 50, and made the tower always spawn above ground (yes it makes a really long spiral stair sometimes, lol)
I want to make the tower more interesting.. maybe make the different towers actually look different. it's kind of ugly at the moment.
I really like the mod personally, haven't actually had any crashes (yet ), and thanks for taking in my little suggestion
One thing I would maybe like to see (if it is possible) is a customisation menu for the generator.
By this I mean:
As you can see at the moment, when selecting Superflat it pops up with a little "Customise" button underneath. Maybe you could use this and we could select how often the dungeons etc. appear? Just a thought
I'm not one who likes to read through a lot of comments...
Sorry yeah that did sound kinda rude.... Didn't mean it, honest
I want to make a purely adventure and exploration based pack of mods, I like the fact it removes ore generation! The only thing is that if it removes ore generation from other mods no one is going to use because they can't get the other mods ores, hence the need to be able to add custom loot!
I imagine a modpack where all subterranean resources are gathered by fighting through these dungeons, in addition to magical and rare loots. It'd be so cool! And I think it'd pair well with other magic/adventure/rpg mods like Minejicka (google it, its awesome)
I Made a review of this mod:
You can use them if you want tolink them in the post.
Hey, when creating a new world did you make sure to select the new world type? I watched the AntVenom video too, and I think I remember him showing that stage in his video.
These dungeons do not spawn in a standard, normal-generation map. You have to click on "More World Options" and then select the correct/new world type.
I didn't actually watch all of his video yet, so I wouldn't be surprised if he did. Though I was reading though the thread to see if there was anything important I might need to know, and I saw someone bring that up xD I've been playing in it a little now :3 It's rather difficult though, what with the new zombie patch making them go horde mode on you xD Oh well.
This mod looks amazing and will probably end up in my Must-Have-Mods list.
A thousand internets if you will make a Forge version.
1. Is there still classic minecraft dungeons ?
2. Can we find new minecraft dungeon items in RogueLike dungeons ? (Horse armors, enchanted books etc.)
and I want to say, thanks for your awesome mod dude
You can backup your world by copying the save file.
EDIT: Actually, scratch that. You can only create a new world to spawn dungeons.
So with 1.6.2 coming out on monday I am making a goal to have a new version of this mod with new features out. One of them, I hope, will be a cheat command you can use to force a dungeon complex to be created at an X/Z coord of your chosing (regardless of world type). That way you can create one of these dungeons in your current world in a place suitable to you, even in old terrain.
Uninstalling the mod will have no problem, and cause no corruption. It's a vanilla world gen mod, in the sense that it creates legal blocks and items. The spawners will no longer produce heavily armoured mobs though, because of the way I do mob spawning in my mod.